That does help but I'm probably gonna need something hacky I think as what I have planned might be a little advanced. I'm adding guns that have multiple firing modes and on top of that also sights and I find the amount of datablocks per weapon might be too much. I plan on adding a lot of weapons but I fear I'll eventually hit the datablock limit. For example, one of my weapons has three firing modes; Full, semi, and burst, and with sights thats like 8 datablocks in total (not including any secondary sights that weapon may have) including itemdata and projectiledata (is 8 too many datablocks for a weapon?), and if I plan on adding, say 50 weapons or so, 8*50 is 400, which is nowhere near the limit, but still that's kind of a big number(I should mention I don't plan on stopping at 50 weapons :P)
Just need something where when you right click it checks for:
FP_Sights = "true"; //weapon sights enabled
and then looks for the specified mount for it to mount to like:
FP_SightPoint = "mount2"; //weapon sight mountpoint, right-click to mount sights
Also looking to add secondary sights for some scoped weapons to be able to switch to a different set of sights for close quarters advantages or w/e like so:
FP_SightSecondary = "true"; //check if the weapon has secondary sights available
FP_SightSecPoint = "mount3"; //secondary sight mountpoint, activated by hitting brickshiftleft
or if it's impossible to mount sights to joints maybe just a value defined in itemdata that sets an offset that applies to all item images or something like that idk
FP_SightPointoffset = "0 1.25 0.0"; //weapon sight mountpoint offset, right-click to mount sights
FP_SightSecPointoffset = "0 0.85 0.0"; //secondary sight mountpoint offset, activated by hitting brickshiftleft
dunno if this sounds like too much or not :/